Feats List

FeatType

Prerequisite

BenefitSRD

Equilibrium Basics

Acrobatic

Tumble 3+ ranks.

On Total Defense, gain a dodge bonus equal to the number of Acrobatic feats you possess. You only make one Tumble check when moving at your full speed across a narrow or uneven surface. Reduce falling distance by 20 feet.

Spycraft

Equilibrium Mastery

Acrobatic

Tumble 6+ ranks, Equilibrium Basics.

Gain a dodge bonus equal to the number of Acrobatic feats you possess when defending against any Trip action. -5 to your Tumble DC to maintain your balance. You may move at full speed when making any Tumble check.

Spycraft

Equilibrium Supremacy

Acrobatic

Tumble 12+ ranks, Equilibrium Mastery.

Gain a dodge bonus to Defense equal to half the number of Acrobatic feats you possess when Fighting Defensively. You may move through squares occupied by and adjacent to opponents. If you end your move in a square occupied by an opponent, he becomes flanked.

Spycraft

Ghost Basics

Acrobatic

Hide 3+ ranks.

When hiding from a sensor, gain a synergy bonus from Tumble. When hiding from a living being, gain a synergy bonus from Sense Motive. Suffer no penalty when making a hide check while moving your full speed.

Spycraft

Ghost Mastery

Acrobatic

Hide 9+ ranks, Ghost Basics.

-4 penalty to Hide checks made while moving faster than your full speed. If you're hidden and have 3/4 cover, you are considered to have complete cover.

Spycraft

Ghost Supremacy

Acrobatic

Hide 15+ ranks, Ghost Mastery.

You may make Hide checks without any apparent cover. You suffer no penalty when making a Hide check while moving faster than your full speed. If you're hidden and benefit from 1/2 cover, you are considered to have complete cover.

Spycraft

Lightning Reflexes

Acrobatic

+2 bonus to Reflex savings throws.

Modern

Mobility

Acrobatic

Dexterity 13, Dodge.

+4 bonus to Defense against attacks of opportunity when moving out of a threatened square.

Modern

Run

Acrobatic

When running, you can cover 5x your normal speed.

Modern

Spider Basics

Acrobatic

Climb 3+ ranks.

Opponents gain no bonus to attack you when you are climbing. You suffer no penalty for climbing without a kit. If combat starts while you are climbing, you gain an Initiative bonus equal to the number of Acrobatics checks you possess.

Spycraft

Spider Mastery

Acrobatic

Climb 6+ ranks, Spider Basics.

You may ascend at 1/2 your full speed and descend at your full speed. You may attempt to catch yourself when falling along any surface with a DC up to 40. Any falling damage you suffer is reduced by 1 point per die.

Spycraft

Spider Supremacy

Acrobatic

Climb 12+ ranks, Spider Mastery.

You may ascend at your full speed and descend at double your full speed. A climbing kit decreases any Climbing DC by 5. If you're climbing at the beginning of combat, your opoponents suffer a morale penalty to Initiative equal to the number of Acrobatics feats you possess.

Spycraft

All or Nothing

Chance

Increase a roll's error and threat ranges by 5.

Spycraft

Better Luck Next Time

Chance

All or Nothing

If you roll a natural 1 on an action die, you gain back the action point spent.

Spycraft

Black Cat

Chance

Increase the error range of all checks against a number of opponents equal to your number of Chance feats.

Spycraft

Lady Luck's Smile

Chance

Career level 9+, Better Luck Next Time.

If you roll a natural 6 on an action die, you may roll another d6 and add it to the total.

Spycraft

Lucky Break

Chance

Once per scene, when an action or attack targeting you succeeds by 1, you may choose to have it fail instead.

Spycraft

The Dice are Hot

Chance

+1 Wealth bonus. Add a synergy bonus to all Gamble checks equal to your current Action Points.

Spycraft

Tough Luck

Chance

Career level 9+, Black Cat.

Anyone affected by your Black Cat ability must spend an action point to activate any critical success.

Spycraft

Baby It

Chase

Ignore a critical hit to your vehicle.

Spycraft

Bail Out!

Chase

Tumble 6+ ranks.

When you succeed a Reflex save to reduce damage from a crash, you take only 1 point of damage per die.

Spycraft

Crew Dog

Chase

Pilot or Repair 3+ ranks, Daredevil.

You gain an Action Point to use when in a vehicle with a crew requirement of 3+.

Spycraft

Daredevil

Chase

Character level 6+.

Increase your vehicle's Initiative and Maneuver bonuses by +2.

Spycraft

Death Ride

Chase

Character level 9+, Con 15+, Demolition Derby.

Ignore injuries while piloting a vehicle or riding a mount.

Spycraft

Defensive Driving

Chase

+5 bonus on checks to perform Avoid Hazard, Dash, and Hide and Seek actions.

Spycraft

Demolition Derby

Chase

Character level 3+, Baby It.

+2 bonus to your vehicle's Defense. Reduce collision damage by 1 point per die.

Spycraft

Drive-By Attack

Chase

You take no penalties for attacking from a moving vehicle.

Modern

Duct Tape and Bubblegum

Chase

Repair 3+ ranks.

Your vehicle gains a Defense bonus equal to 1/2 your ranks in the Repair skill (round up).

Spycraft

Force Stop

Chase

Drive 4 ranks, Vehicle Expert.

You can force a vehicle into a sideways skid with a sideswipe stunt.

Modern

Get Radical!

Chase

Your DC for a stunt Maneuver check is reduced by 5. Your DC for Jump stunts is reduced by one category.

Spycraft

Jackrabbit Start

Chase

Defensive Driving.

When starting from Stationary, your initial speed may be one rank higher than normal.

New

Lane Dancer

Chase

Skill Focus: Pilot (any 1 ground vehicle), Daredevil.

In a ground vehicle, you gain +2 to Defense, -1 movement cost of simple maneuvers, -2 Turn Number at Character scale, and -1 Turn Number at Chase scale.

Spycraft

Mount Up

Chase

Ride 3+ ranks, Daredevil.

On an animal mount, you gain +2 to Defense, -1 movement cost of simple maneuvers, -2 Turn Number at Character scale, and -1 Turn Number at Chase scale.

Spycraft

Mounted Combat ¤

Chase

Ride or Pilot skill, 4+ ranks.

Once per round, after your vehicle or animal mount is struck in combat, you may make a Pilot or Ride skill, respectively, to negate the hit.

Main

Mounted Ranged Combat

Chase

Mounted Combat

Your penalties while making ranged attacks from a moving vehicle or animal mount are halved.

Main

Offensive Driving

Chase

-5 to any Maneuver DC when pursuing Prey. DC 25 to re-initiate a chase after a Prey escapes.

Spycraft

One Hand on the Wheel

Chase

You do not receive a penalty for piloting a vehicle one-handed.

Spycraft

Vehicle Dodge

Chase

Dexterity 13, Pilot 6 ranks, Vehicle Expert.

+1 bonus to defense against target opposing vehicle.

Modern

Vehicle Specialization

Chase

+2 bonus to skill checks, ability checks, and savings throws relating to a chosen type of vehicle.

Arcana

Wave Runner

Chase

Pilot (any 1 water vehicle), Daredevil.

In a water vehicle, you gain +2 to Defense, -1 movement cost of simple maneuvers, -2 Turn Number at Character scale, and -1 Turn Number at Chase scale. Increase your Constitution by your number of Chase feats when determining how long you can hold your breath.

Spycraft

Wind Rider

Chase

Pilot (any 1 air vehicle), Daredevil.

In an air vehicle, you gain +2 to Defense, -1 movement cost of simple maneuvers, -2 Turn Number at Character scale, and -1 Turn Number at Chase scale.

Spycraft

Armor Proficiency: Heavy

Combat (Basic)

Armor Proficiency: Light, Armor Proficiency: Medium.

You receive heavy armor's full bonus to your Defense.

Modern

Armor Proficiency: Light

Combat (Basic)

You receive light armor's full bonus to your Defense.

Modern

Armor Proficiency: Medium

Combat (Basic)

Armor Proficiency: Light

You receive medium armor's full bonus to your Defense.

Modern

Blind-Fight

Combat (Basic)

Reroll miss chance if you miss because of concealment.

Modern

Combat Expertise

Combat (Basic)

Intelligence 13.

Take up to -5 on your attack to add the same number to your Defense.

Modern

Combat Reflexes

Combat (Basic)

Maximum number of attacks of opportunity per round is Dex modifier+1

Modern

Die Hard

Combat (Basic)

Endurance

When reduced to -1 to -9 hit points, you automatically stabilize.

Main

Dodge

Combat (Basic)

Dexterity 13.

+1 dodge bonus to defense against designated opponent.

Modern

Endurance

Combat (Basic)

+4 to various tests of endurance

Modern

Frightful Presence

Combat (Basic)

Charisma 15, Intimidate 9 ranks.

Once per round, force opponents to make a Will save (DC 10 + 1/2 your level + your Cha bonus) or become shaken.

Modern

Great Fortitude

Combat (Basic)

+2 bonus to Fortitude saving throws.

Modern

Heroic Surge

Combat (Basic)

You may take an extra action.

Modern

Improved Critical ¤*

Combat (Basic)

Proficient with weapon, Base attack +8 or higher

Your threat range is doubled with the selected weapon.

Main

Improved Damage Threshold

Combat (Basic)

Your massive damage threshold is Con+3.

Modern

Improved Initiative

Combat (Basic)

+4 bonus to initiative checks.

Modern

Iron Will

Combat (Basic)

+2 bonus to Willpower savings throws.

Modern

Simple Weapon Proficiency

Combat (Basic)

You are proficient with all simple weapons.

Modern

Sunder

Combat (Basic)

Strength 13, Power Attack.

+4 to strike held or carried objects. This does not provoke an attack of opportunity. 2x damage to all objects, carried or not.

Modern

Toughness

Combat (Basic)

+3 hit points.

Modern

Two-Weapon Defense

Combat (Basic)

Dex 15, Two-Weapon Fighting.

When wielding two weapons, you gain a +1 bonus to Defense. When on Full Defense, this is a +2 bonus.

Main

Two-Weapon Fighting Basics

Combat (Basic)

Dexterity 13.

Your penalties for fighting with two weapons are lessened by 2 for your primary hand and 6 for your secondary hand.

Modern

Two-Weapon Fighting Mastery

Combat (Basic)

Dexterity 13, Two-Weapon Fighting, base attack bonus +6.

You get a second attack with your offhand weapon at a -5 penalty. you may atack with one melee and one ranged weapon.

Modern

Two-Weapon Fighting Supremacy

Combat (Basic)

Dexterity 13, Two-Weapon Fighting Mastery, base attack bonus +11.

You get a third attack at -10. You can use a melee weapon and a ranged weapon simultaneously.

Modern

Weapon Focus

Combat (Basic)

Proficient with weapon, base attack bonus +1.

+1 bonus to attack with selected weapon.

Modern

Agile Riposte

Combat (Melee)

Dexterity 13, Dodge.

You may make an attack of opportunity when your Dodge target misses you with a melee attack.

Modern

Cleave Basics

Combat (Melee)

Strength 13, Power Attack.

After dropping a melee opponent, take another immediate attack against another adjacent opponent.

Modern

Cleave Mastery

Combat (Melee)

Strength 13, Power Attack, Cleave Basics, base attack bonus +4.

You may cleave any number of times per round.

Modern

Cleave Supremacy

Combat (Melee)

Base attack bonus +12, Cleave Mastery.

You may take a 5-foot step before each Cleave attack.

Spycraft

Defensive Martial Arts

Combat (Melee)

+1 dodge bonus to Defense against melee attacks.

Modern

Elusive Target

Combat (Melee)

Dexterity 13, Defensive Martial Arts.

-8 to attack you when you are in melee.

Modern

Exotic Melee Weapon Proficiency

Combat (Melee)

Base attack bonus +1.

You become proficient with one type of exotic melee weapon.

Modern

Improved Bull Rush

Combat (Melee)

Strength 13, Power Attack.

Your bull rush attacks do not provoke an attack of opportunity.

Modern

Improved Overrun

Combat (Melee)

Power Attack, Strength 13.

When you attempt to overrun an opponent, they cannot choose to avoid you. +4 to your Str check to knock down your opponent.

Main

Martial Weapon Proficiency ¤*

Combat (Melee)

You are proficient with a particular type of martial weapon.

Main

Power Attack

Combat (Melee)

Strength 13.

You may choose to subtract a number up to your base attack bonus from all your attack rolls in a round and add that number to all damage rolls in a round.

Modern

Spring Attack

Combat (Melee)

Dexterity 13, Dodge, Mobility, base attack bonus +4.

You may make a move action before and after making a melee attack.

Modern

Unbalance Opponent

Combat (Melee)

Defensive Martial Arts, base attack bonus +6.

Target opponenet cannot add Strength modifier to damage rolls against you.

Modern

Weapon Finesse

Combat (Melee)

Proficient with weapon, base attack bonus +1.

You may use your Dex modifier instead of your Str modifier on attack rolls with a light melee weapon.

Modern

Whirlwind Attack

Combat (Melee)

Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.

For a full-round action that takes all your available attacks, you may make a single attack at your highest base attack bonus against each adjacent opponent.

Modern

Advanced Firearms Proficiency

Combat (Ranged)

Personal Firearms Proficiency.

You can fire any personal firearm on autofire without penalty.

Modern

Bullseye

Combat (Ranged)

Dexterity 13.

Take a penalty up to your Dex Bonus +2 on a single-shot ranged attack roll to add an equal number to damage.

Spycraft

Burst Fire

Combat (Ranged)

Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.

Five-shot burst fire: -4 attack, +2 damage

Modern

Double Tap

Combat (Ranged)

Dexterity 13, Point Blank Shot.

Two-shot burst: -2 attack, +1 damage

Modern

Exotic Firearms Proficiency

Combat (Ranged)

Personal Firearms Proficiency, Advanced Firearms Proficiency

You become proficient with one class of exotic firearms.

Modern

Far Shot

Combat (Ranged)

Increase ranged weapon range increments by 50%. Increase thrown weapon range increments by 100%.

Modern

Gunslinger's Eye

Combat (Ranged)

Two other Combat (Ranged) feats.

As a free action, learn a character's ranged attack bonus, Initiative bonus, and the number of Combat (Ranged) feats he possesses

Spycraft

Personal Firearms Proficiency

Combat (Ranged)

You can fire personal firearms without penalty.

Modern

Pin to the Wall

Combat (Ranged)

Weapon Proficiency (Thrown)

Instead of dealing lethal damage to your opponent, you may instead bind him to a solid object. Str check with DC equal to your damage to pull loose.

Spycraft

Point Blank Shot

Combat (Ranged)

+1 bonus to attack and damage rolls with ranged weapons when the target is within 30 feet.

Modern

Precise Shot Basics

Combat (Ranged)

Point Blank Shot.

You can make ranged attacks against an opponent engaged in melee combat without penalty.

Modern

Precise Shot Mastery

Combat (Ranged)

Precise Shot Basics, Dex 15, base attack bonus +5.

You can aim as a move action.

New

Precise Shot Supremacy

Combat (Ranged)

Dex 19, Precise Shot Mastery, base attack bonus +11.

Your ranged attacks ignore any cover less than total concealment.

Main

Quick Draw

Combat (Ranged)

Base attack bonus +1.

You can draw a weapon as a free action.

Modern

Quick Reload

Combat (Ranged)

Base attack bonus +1.

You can reload a firearm with a previously loaded box magazine or speed loader as a free action.

Modern

Rapid Shot

Combat (Ranged)

Dexterity 13, Point Blank Shot.

For a full attack action, you can make one extra ranged attack at your highest base attack bonus, but all your attacks this round suffer a -2 penalty.

Main

Sharpshooter Basics

Combat (Ranged)

Base attack bonus +3.

Reduce by 1/4 an opponent's cover up to 3/4. Reduce an opponent's size bonus to Defense by 1/2.

Spycraft

Sharpshooter Mastery

Combat (Ranged)

Base attack bonus +9, Sharpshooter Basics.

Threat range on aimed attacks increases by 1. Penalties for called shots decrease by 3.

Spycraft

Sharpshooter Supremacy

Combat (Ranged)

Base attack bonus +15, Sharpshooter Mastery.

Threat range on aimed attacks increases by 2. +1 bonus to rolls to activate critical strikes.

Spycraft

Shot on the Run

Combat (Ranged)

Dexterity 13, Point Blank Shot, Dodge, Mobility.

When attacking with a ranged weapon, you may make a move action both before and after your attack action.

Modern

Skip Shot

Combat (Ranged)

Point Blank Shot, Precise Shot.

You can ricochet a bullet from a solid, relatively smooth surface and strike a target no more than 10 feet away (-2 attack, -1 damage).

Modern

Strafe

Combat (Ranged)

Personal Firearms Proficiency, Advanced Firearms Proficiency.

Using autofire, you can affect an area four squares long and one square wide.

Modern

Brawl Basics

Combat (Unarmed)

+1 bonus to unarmed attack rolls. Unarmed attacks deal 1d6+Str damage.

Modern

Brawl Mastery

Combat (Unarmed)

Brawl Basics, base attack bonus +3.

+2 bonus to unarmed attacks. Unarmed strike damage is 1d8+Str.

Modern

Brawl Supremacy

Combat (Unarmed)

Brawl Mastery, base attack bonus +8.

+3 bonus to unarmed attacks. Unarmed strike damage is 2d6+Str.

New

Combat Throw

Combat (Unarmed)

Defensive Martial Arts.

+2 bonus to Str and Dex checks to attempt (or attempt to avoid) trip or grapple.

Modern

Grapple Basics

Combat (Unarmed)

Brawl Basics, Dexterity 13.

+2 bonus on all grapple checks. When you attempt to start a grapple, you do not provoke an attack of opportunity.

Arcana

Grapple Mastery

Combat (Unarmed)

Grapple Basics, Strength 13.

+4 bonus on all grapple checks. Re-roll a failed grapple check.

New

Grapple Supremacy

Combat (Unarmed)

Grapple Mastery, Strength 15, Dexterity 15.

+6 bonus on all grapple checks. Your threat range on grapple checks increases by 2.

New

Improved Combat Throw

Combat (Unarmed)

Defensive Martial Arts, Combat Throw, base attack bonus +3.

If an opponent misses you in melee combat, you may make a trip attack as an attack of opportunity.

Modern

Improved Disarm

Combat (Unarmed)

Intelligence 13, Combat Expertise.

You do not provoke an attack of opportunity with an attempt to disarm.

Modern

Improved Feint

Combat (Unarmed)

Intelligence 13, Brawl, Streetfighting.

You can make a Bluff check in combat to feint as a move action with a +2 bonus.

Modern

Improved Knockout Punch

Combat (Unarmed)

Brawl, Knockout Punch, base attack bonus +6.

If your first unarmed attack against a flat-footed opponent is successful, it is an automatic critical strike dealing 3x nonlethal damage.

Modern

Improved Trip

Combat (Unarmed)

Intelligence 13, Combat Expertise.

You do not provoke an attack of opportunity when attempting a trip attack.

Modern

Knockout Punch

Combat (Unarmed)

Brawl, base attack bonus +3.

If your first unarmed attack against a flat-footed opponent is successful, it is an automatic critical strike dealing nonlethal damage.

Modern

Streetfighting

Combat (Unarmed)

Brawl, base attack bonus +2.

Once per round, deal an additional 1d4 damage on a successful unarmed attack or melee attack with a light weapon.

Modern

Unarmed Strike Basics

Combat (Unarmed)

Base attack bonus +1.

Unarmed strikes deal 1d4+Str lethal or nonlethal damage. Unarmed strikes count as armed.

Modern

Unarmed Strike Mastery

Combat (Unarmed)

Unarmed Strike Basics, base attack bonus +4.

Your threat range on an unarmed strike is 19-20.

Modern

Unarmed Strike Supremacy

Combat (Unarmed)

Unarmed Strike Mastery, base attack bonus +8.

3x damage on an unarmed critical strike

Modern

Clean and Polished

Equipment

The error range of any check made with your personal equipment is reduced by one.

Spycraft

Extra Gear

Equipment

+2 Wealth bonus to checks to purchase a certain type of equipment.

Spycraft

Home Sweet Home

Equipment

Your Wealth bonus is considered 2 higher for lifestyle-related purchases. You may find on-hand objects with a Purchase DC up to 15.

Spycraft

Mother Hen

Equipment

Clean and Polished.

Your personal equipment has +4 to Defense. If holding your personal equipment, you may transfer half of any damage dealt to it to yourself.

Spycraft

Pack Rat

Equipment

You do not need to make a Wealth check or reduce your Wealth bonus to purchase any equipment with a Purchase DC up to your Wealth Bonus +2.

Spycraft

Personal Stash

Equipment

Pack Rat.

You may re-roll failed Wealth checks made in your home.

Spycraft

Safe House

Equipment

Character level 3+, Wealth bonus 10+.

A number of times equal to the Equipment feats you possess, you may declare you have a safe house wherever in the world you are.

Spycraft

Signature Gear

Equipment

Character level 6+.

+1 morale bonus to all skill checks and damage rolls made with a specific piece of equipment.

Spycraft

Tool Shed

Equipment

Home Sweet Home.

Find a Grade III kit at your home, once per mission.

Spycraft

Trademark Gear

Equipment

Character level 12+, Signature Gear.

+2 morale bonus to all skill checks and damage rolls made with a specific piece of equipment. Double the number of action dice rolled and kept when spending an Action Point on one of these rolls.

Spycraft

Windfall

Equipment

+3 to your Wealth bonus. +1 on all Profession checks.

Modern

Everyday Genius

Skill (Advanced)

Character level 15+, Unfair Advantage.

Gain a Basic Skill feat as a temporary feat until the end of the mission.

Spycraft

False Start

Skill (Advanced)

Character level 3+, any 1 Basic Skill feat.

A failed unopposed skill check takes only half time and half the normal cost of materials.

Spycraft

Mark of a Professional

Skill (Advanced)

Character level 9+, False Start.

Your error range on your False Start skill checks decreases by 1 and your time required to make checks decreases by half.

Spycraft

Photographic Memory

Skill (Advanced)

Character level 1 only (when the feat is chosen).

+2 insight bonus to all Knowledge skill checks, and your threat range becomes 19-20. With Knowledge checks, you may spend 1 round to take 10 or 1 minute to take 20.

Spycraft

Practice Makes Perfect

Skill (Advanced)

Character level 15+, Mark of a Professional.

Any check with the selected skills that is less than 10 but not an error is a 10.

Spycraft

Skill Focus

Skill (Advanced)

+3 bonus to all checks involving a selected skill. Your base threat range with these skills becomes 18-20. Re-roll one failed skill check, once per session.

Main

Skill Focus Mastery

Skill (Advanced)

Career level 12+, Skill Focus.

+4 bonus to all checks involving a selected skill. Your base threat range with these skills becomes 17-20.

Spycraft

Skill Focus Supremacy

Skill (Advanced)

Character level 18+, any Skill Focus Mastery feat.

+5 bonus to all checks involving a selected skill. Your base threat range with these skills becomes 16-20. You may re-roll up to three failed skill checks per mission, but no single check more than once.

Spycraft

Surgery

Skill (Advanced)

Treat Injury 4 ranks.

You can use Treat Injury to perform surgery without penalty.

Modern

Talented

Skill (Advanced)

Each skill of a selected Basic Skill feat is always a class skill for you. When you gain a rank in one of the skills, you automatically gain a rank in the other.

Spycraft

Track

Skill (Advanced)

You can follow tracks using Survival.

Modern

Training

Skill (Advanced)

You gain 5 skill points. You may spend them on any skill as if it were a class skill.

Spycraft

Unfair Advantage

Skill (Advanced)

Character level 6+, at least 1 Basic Skill feat.

Insight bonuses for skill checks increase by +1.

Spycraft

Unlocked Potential

Skill (Advanced)

Character level 1 only (when the feat is chosen).

Chosen skill is always a class skill, and it's maximum rank is your Character level +6. Whenever you increase in level, you must select maximum ranks in this skill before you may increase any other skill.

Spycraft

Acrobatic

Skill (Basic)

+2 bonus to Jump and Tumble checks. Your base threat range with these skills becomes 19-20.

Modern

Agile

Skill (Basic)

+2 bonus to Balance and Escape Artist checks. Your base threat range with these skills becomes 19-20.

Main

Alertness

Skill (Basic)

+2 bonus to Listen and Spot checks. Your base threat range with these skills becomes 19-20.

Modern

Animal Affinity

Skill (Basic)

+2 bonus to Handle Animal and Ride checks. Your base threat range with these skills becomes 19-20.

Modern

Athletic

Skill (Basic)

+2 bonus to Climb and Swim checks. Your base threat range with these skills becomes 19-20.

Modern

Attentive

Skill (Basic)

+2 bonus to Investigate and Sense Motive checks. Your base threat range with these skills becomes 19-20.

Modern

Builder

Skill (Basic)

+2 bonus to any two Craft skills. Your base threat range with these skills becomes 19-20.

Modern

Cautious

Skill (Basic)

+2 bonus to Demolitions and Disable Device checks. Your base threat range with these skills becomes 19-20.

Modern

Confident

Skill (Basic)

+2 bonus to Gamble and Intimidate checks. Your base threat range with these skills becomes 19-20.

Modern

Creative

Skill (Basic)

+2 bonus to two Craft and/or Perform skills. Your base threat range with these skills becomes 19-20.

Modern

Deceitful

Skill (Basic)

+2 bonus to Disguise and Forgery checks. Your base threat range with these skills becomes 19-20.

Main

Deceptive

Skill (Basic)

+2 bonus to Bluff and Disguise checks. Your base threat range with these skills becomes 19-20.

Modern

Deft Hands

Skill (Basic)

+2 bonus to Sleight of Hand and Use Rope checks. Your base threat range with these skills becomes 19-20.

Main

Diligent

Skill (Basic)

+2 bonus to Appraise and Decipher Script checks. Your base threat range with these skills becomes 19-20.

Main

Educated

Skill (Basic)

+2 bonus to any two Knowledge skills. Your base threat range with these skills becomes 19-20.

Modern

Focused

Skill (Basic)

+2 bonus to Balance and Concentration checks. Your base threat range with these skills becomes 19-20.

Modern

Guide

Skill (Basic)

+2 bonus to Navigate and Survival checks. Your base threat range with these skills becomes 19-20.

Modern

Investigator

Skill (Basic)

+2 bonus to Gather Information and Search checks. Your base threat range with these skills becomes 19-20.

Main

Medical Expert

Skill (Basic)

+2 bonus to Craft (Pharmaceutical) and Treat Injury checks. Your base threat range with these skills becomes 19-20.

Modern

Meticulous

Skill (Basic)

+2 bonus to Forgery and Search checks. Your base threat range with these skills becomes 19-20.

Modern

Negotiator

Skill (Basic)

+2 bonus to Diplomacy and Sense Motive checks. Your base threat range with these skills becomes 19-20.

Main

Nimble

Skill (Basic)

+2 bonus to Escape Artist and Sleight of Hand checks. Your base threat range with these skills becomes 19-20.

Modern

Nimble Fingers

Skill (Basic)

+2 bonus to Disable Device and Open Locks checks. Your base threat range with these skills becomes 19-20.

Main

Officer

Skill (Basic)

+2 bonus to Diplomacy and Intimidate checks. Your base threat range with these skills becomes 19-20.

New

Persuasive

Skill (Basic)

+2 bonus to Bluff and Intimidate checks. Your base threat range with these skills becomes 19-20.

Main

Self Sufficient

Skill (Basic)

+2 bonus to Heal and Survival checks. Your base threat range with these skills becomes 19-20.

Main

Stealthy

Skill (Basic)

+2 bonus to Hide and Move Silently checks. Your base threat range with these skills becomes 19-20.

Modern

Studious

Skill (Basic)

+2 bonus to Decipher Script and Research checks. Your base threat range with these skills becomes 19-20.

Modern

Trustworthy

Skill (Basic)

+2 bonus to Diplomacy and Gather Information checks. Your base threat range with these skills becomes 19-20.

Modern

Vehicle Expert

Skill (Basic)

+2 bonus to any two Pilot skills. Your base threat range with these skills becomes 19-20.

Below

Academic Contacts

Social

Diplomacy 3+ ranks, Educated.

Gain an associate-grade academic contact.

Spycraft

Blue Collar Contacts

Social

Diplomacy 3+ ranks, Vehicle Expert.

Gain an associate-grade vehicular or tradesman contact.

Spycraft

Callback

Social

Character level 3+, Charmer.

You may re-roll a failed Diplomacy check to summon a contact.

New

Card Shark

Social

Gamble 3+ ranks.

Profession checks gain a bonus from your Gamble skill.

Spycraft

Charmer

Social

Cha 13+.

Reduce the times of Diplomacy checks targeting an NPC whose loyalty toward you is Level 3 or more.

Spycraft

Criminal Contacts

Social

Diplomacy 3+ ranks, Confident.

Gain an associate-grade criminal contact.

Spycraft

Faceless

Social

Disguise 3+ ranks.

When making a Disguise check to blend into a crowd, gain a synergy bonus from your Hide skill. Time required to research your background or current situation is tripled.

Spycraft

Gorgeous

Social

Cha 13+, Diplomacy 3+ ranks.

+2 synergy bonus to Diplomacy checks. -1 synergy penalty to Disguise checks and Bluff checks made while being pursued.

Spycraft

Government Contacts

Social

Diplomacy 3+ ranks, Negotiator.

Gain an associate-grade government or legal contact.

Spycraft

Grifter Contacts

Social

Diplomacy 3+ ranks, Deceptive.

Gain an associate-grade grifter or con man contact.

Spycraft

Hard Core

Social

Cha 13+.

Reduce the times of Diplomacy checks targeting an NPC whose loyalty toward you is Level 1 or less.

Spycraft

Local Contacts

Social

Diplomacy 3+ ranks, Trustworthy.

Gain an associate-grade exotic or travel-related contact.

Spycraft

Low Profile

Social

-3 to your Reputation bonus

Modern

Mark

Social

Sense Motive 3+ ranks.

Learn a character's total bonus with any three skills.

Spycraft

Media Contacts

Social

Diplomacy 3+ ranks, Creative.

Gain an associate-grade media or entertainment contact.

Spycraft

Medical Contacts

Social

Diplomacy 3+ ranks, Medical Expert.

Gain an associate-grade medical or science contact.

Spycraft

Military Contacts

Social

Diplomacy 3+ ranks, Officer.

Gain an associate-grade military contact.

Spycraft

Mingling Basics

Social

Disguise 4+ ranks.

Use Dex as your key attribute when blending into a crowd. Gain a synergy bonus equal to the crowd's Size Rating.

Spycraft

Mingling Mastery

Social

Disguise 9+ ranks, Mingling Basics.

When blending into a crowd, penalties for balancing, moving, and speaking decrease by 1/2. When in a crowd of 500 or more, a successful check makes you invisible rather than hidden.

Spycraft

Mingling Supremacy

Social

Disguise 15+ ranks, Mingling Mastery.

When blending into a crowd, you suffer no penalty for balancing, moving, or speaking. Penalties for your team or for terrain decrease by 1/2. When in a crowd of 50 or more, a successful check makes you invisible rather than hidden.

Spycraft

Not In the Face!

Social

Career Level 3+, Charmer.

Gain DR against melee and unarmed attacks equal to your Charisma bonus.

Spycraft

Old School

Social

Character level 6+.

+4 insight bonus with any Charisma-based skill targeting a player or NPC with whom you share a base class.

Spycraft

Personal Lieutenant

Social

Character level 6+.

Gain a comrade-grade contact.

Spycraft

Police Contacts

Social

Diplomacy 3+ ranks, Investigator.

Gain an associate-grade law enforcement or security contact.

Spycraft

Polyglot

Social

Speak Language 4+ languages.

Gain 2 additional languages. Gain a synergy bonus to Bluff and Diplomacy checks equal to your number of languages.

Spycraft

Renown

Social

+3 to your Reputation bonus.

Modern

Research Contacts

Social

Diplomacy 3+ ranks, Negotiator.

Gain an associate-grade journalism, documentary, or library contact.

Spycraft

Simply Irresistable

Social

Cha 15+, Diplomacy 9+ ranks, The Look.

+6 synergy bonus to Diplomacy checks. -4 synergy penalty to Disguise checks and Bluff checks made while being pursued.

Spycraft

Stone Cold

Social

Intimidate 4+ ranks.

You're always considered armed when making an Intimidate check. If you reduce an opponent to 0 hit points or less in combat, you gain a +1 bonus to all Intimidate checks until the end of combat.

Spycraft

Street Contacts

Social

Diplomacy 3+ ranks, Persuasive.

Gain an associate-grade street contact.

Spycraft

The Look

Social

Diplomacy 6+ ranks, Gorgeous.

+4 synergy bonus to Diplomacy checks. -2 synergy penalty to Disguise checks and Bluff checks made while being pursued.

Spycraft

Too Ugly to Die

Social

Character level 3+, Hard Core.

You gain DR 2/—, but suffer a –4 synergy penalty with all Diplomacy checks.

Spycraft

Traceless

Social

Disguise 6+ ranks, Faceless.

The DC of any check to learn of your presence or passage is increased by the number of Social feats you possess. If this DC is increased to 20 or more, the Track feat is required to trace your steps.

Spycraft

Undermine

Social

Taunt 9+ ranks, Hard Core.

When you succeed with a Taunt check, your target cannot spend action points and suffers a morale penalty with Initiative and skill checks equal to your Charisma modifier

Spycraft

Venomous Dialogue

Social

Cha 15+, Taunt 18+ ranks, Undermine.

After succeeding with a Taunt check, instead of inflicting the Taunt check’s standard result, you may force your target not to make any attacks until he is attacked, or until the end of the current scene.

Spycraft

White Collar Contacts

Social

Diplomacy 3+ ranks, Windfall.

Gain an associate-grade business contact.

Spycraft

Wilderness Contacts

Social

Diplomacy 3+ ranks, Guide.

Gain an associate-grade wilderness contact.

Spycraft

Zeroed

Social

Disguise 12+ ranks, Traceless.

Records indicate you are deceased. Research, Investigation, or Gather Information checks to prove otherwise require a critical success. Error ranges of any Research, Investigation, or Gather Information targeting you increase by the number of Social feats you possess.

Spycraft

Always Get Your Man

Terrain

Investigation 3+ ranks.

+3 synergy bonus with all Investigation and Gather Information checks made to find Prey in a manhunt.

Spycraft

Aquatic Training

Terrain

Survival 3+ ranks.

In aquatic terrain and while underwater, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Arctic Training

Terrain

Survival 3+ ranks.

In arctic terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. You gain a synergy bonus from your Survival skill with Tumble checks made to retain your footing on ice and snow.

Spycraft

Desert Training

Terrain

Survival 3+ ranks.

In desert terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Escape and Evasion Training

Terrain

Bluff 3+ ranks.

+3 synergy bonus with all Bluff checks made as the Prey in a manhunt.

Spycraft

Forest Training

Terrain

Survival 3+ ranks.

In forest terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Jungle Training

Terrain

Survival 3+ ranks.

In jungle terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Local Hero

Terrain

Diplomacy 3+ ranks.

In your home turf, you may oppose any Investigation, Spot, Hide, Diplomacy, or Survival check with your Diplomacy skill. Gain a bonus with Wealth checks equal to the number of Terrain feats you possess.

Spycraft

Mountain Training

Terrain

Survival 3+ ranks.

In mountainous terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Night Training

Terrain

Spot 3+ ranks.

Decrease visual range penalties for darkness and semi-darkness by half.

Spycraft

Swamp Training

Terrain

Survival 3+ ranks.

In swamp terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.

Spycraft

Tracking Mastery

Terrain

Survival 3+ ranks, Track.

Take 10 when tracking without doubling the time required.

Spycraft

Tracking Supremacy

Terrain

Survival 9+ ranks, Tracking Basics.

You may take 20 when tracking.

Spycraft

Urban Training

Terrain

Gather Information 3+ ranks.

In urban terrain, you gain a +2 insight bonus with Gather Information checks and checks made to navigate or determine surprise.

Spycraft

Feat Descriptions


Here is the format for feat descriptions.

Feat Name: The name of the feat.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

A character can gain a feat at the same level at which he or she gains all the prerequisites.

A character can’t use a feat if the character has lost a prerequisite.

Benefit: What the feat enables a character to do.

Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.

Special: Additional facts about the feat.

Feats


Academic Contacts
You’ve spent time in the ivory towers and met some of the finest minds in the world.
Prerequisites: Diplomacy 3+ ranks, Educated.
Benefit: You gain 1 associate-grade contact with an academic or scholastic theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an academic or scholastic theme enters play as a consultant instead of a junior assistant.

Acrobatic
Benefit: The character gets a +2 bonus on all Jump checks and Tumble checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Tumble skill can’t be used untrained.

Advanced Firearms Proficiency
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto­fire setting).
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto­fire.

Agile
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks. Your base threat range with these skills becomes 19-20.

Agile Riposte
Prerequisites: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

Alertness
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. Your base threat range with these skills becomes 19-20.

All or Nothing
Win or lose, life is never dull when you’re around.
Benefit: Once per session, before making a roll, you may increase the roll’s error and threat ranges by 5. If you roll within the error range, you suffer an error even if the result would normally be a success.

Always Get Your Man
No fugitive can hide from you for long.
Prerequisites: Investigation 3+ ranks.
Benefit: You gain a +3 synergy bonus with all Investigation and Gather Information checks made to find Prey in a manhunt. Further, your maximum synergy bonus with checks made to find Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Investigation skill with all Maneuver checks made pursuing Prey in a chase.

Animal Affinity
Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Handle Animal skill can’t be used untrained.

Aquatic Training
You’ve spent a lot of time diving and otherwise growing accustomed to water’s vicious temper.
Prerequisites: Survival 3+ ranks.
Benefit: In aquatic terrain and while underwater, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, the number of rounds you can hold your breath increases by your ranks in the Survival skill. Also, when you plan an ambush in aquatic terrain or underwater, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, when you benefit from up to 3/4 cover from being partially submerged, your cover increases by 1/4.

Arctic Training
You know how to maneuver and fight in arctic conditions.
Prerequisites: Survival 3+ ranks.
Benefit: In arctic terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Tumble checks made to retain your footing on ice and snow. Also, when you plan an ambush in arctic terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in arctic terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of cold damage resistance.

Armor Proficiency (heavy)
Prerequisites: Armor Proficiency (light), Armor Profi­ciency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).

Armor Proficiency (light)
Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Normal: A character who wears armor with which he or she is not proficient adds only the armor’s nonproficient equipment bonus to his or her Defense. Also, he or she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

Armor Proficiency (medium)
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).

Athletic
Benefit: The character gets a +2 bonus on all Climb checks and Swim checks. Your base threat range with these skills becomes 19-20.

Attentive
Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Investigate skill can’t be used untrained.

Baby It
You can coax a damaged vehicle to continue beyond its logical limitations.
Benefit: Once per scene when a vehicle you’re operating suffers a critical hit, you may cause it to ignore the hit’s effects until the end of the current scene. Unless repaired, the vehicle suffers the critical hit result at the start of the following scene. This does not prevent the vehicle from suffering the same critical hit result a second time.

Bail Out!
You spare yourself the worst of any crash.
Prerequisites: Tumble 6+ ranks.
Benefit: When you succeed with a Reflex save made to reduce damage from a crash, you suffer only 1 point of damage per die. Even if you fail, the damage decreases by 1 point per die (minimum 1 point per die). Further, when you’re the Prey in a chase, you may make a DC 25 Stunt Maneuver check to immediately lose your pursuer and exit the chase, but automatically suffer a crash at the end of the current Conflict round.

Black Cat
Strange and unfortunate accidents seem to plague your enemies.
Benefit: Once per scene as a free action, you may target a number of opponents within your line of sight up to the number of Chance feats you possess. The error ranges of all checks made by these opponents increase by 2 until the end of the current scene. No single character may be affected by more than 1 Black Cat feat at any time.

Blind-Fight
Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half.

Blue Collar Contacts
You aren’t afraid to get your hands dirty with a little honest work, and people respect that.
Prerequisites: Diplomacy 3+ ranks, Vehicle Expert.
Benefit: You gain 1 associate-grade contact with a vehicular or tradesman theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a vehicular or tradesman theme enters play as a consultant instead of a junior assistant.

Brawl Basics
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Brawl Mastery
Prerequisites: Brawl Basics, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Brawl Supremacy
Prerequisites: Brawl Mastery, base attack bonus +8.
Benefit: When making an unarmed attack, the character receives a +3 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 2d6 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Builder
Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.
Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

Bullseye
Prerequisites: Dex 13+.
Benefit: Before making a ranged Standard Attack that uses only 1 shot, you may accept a penalty with your attack check of up to your Dexterity modifier + 2 to gain an equal bonus to damage. If the attack misses, you become flat-footed.

Burst Fire
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Callback
Prerequesite: Character level 3+, Charmer.
Benefit: You can re-roll any failed Diplomacy check to summon a contact, a number of times per mission equal to the number of Social feats you possess.

Card Shark
You’re a skilled gambler, often devouring lesser opponents.
Prerequisites: Gamble 3+ ranks.
Benefit: Your Profession checks gain a synergy bonus from your Gamble skill. Additionally, any time you spend action points to boost a Gambling check, you roll twice normal the number of dice per action point spent, adding two to the result.

Cautious
Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

Charmer
You have a way of bringing people around.
Prerequisite: Cha 13+.
Benefit: You may make a 1-minute Diplomacy check as a full-round action when targeting an NPC whose loyalty toward you is Level 3 or more. You may make a 10-minute Diplomacy check in 1 minute when targeting these NPCs.

Clean and Polished
You spend a lot of downtime making sure your gear remains in perfect condition.
Benefit: The error range of any check that receives a bonus from any of your personal equipment is decreased by one. If one of your possessions leaves your home or your person for more than 24 hours, it loses this benefit until you spend 1 hour cleaning and readjusting it.

Cleave Basics
Prerequisites: Strength 13, Power Attack.
Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

Cleave Mastery
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

Cleave Supremacy
Prerequisites: Base attack bonus +12,  Cleave Mastery.
Benefit: You may take a 5-foot step before each Cleave attack you make, so long as the total distance you travel in a round does not exceed your Speed.

Combat Expertise
Prerequisite: Intelligence 13.
Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defense.

Combat Reflexes
Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed.
Special: The Combat Reflexes feat doesn’t allow a Fast hero with the opportunist talent to use that talent more than once per round.

Combat Throw
Prerequisite: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

Confident
Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation. Your base threat range with these skills becomes 19-20.

Creative
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.
Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

Crew Dog
You’re accustomed to working as part of a close-knit vehicle crew.

Prerequisites: Pilot or Repair 3+ ranks, Daredevil.
Benefit: Once per scene when you’re in a vehicle requiring a crew of 3 or more, you gain 1 additional Action Point. You may only spend this Action Point to increase a result directly related to the vehicle (e.g. a Repair check targeting the vehicle, or an attack check with one of the vehicle’s weapons). Alternately, you may give this Action Point to another member of the vehicle’s crew with the same restrictions. This Action Point is lost when you exit the vehicle or the scene ends, whichever comes first.

Criminal Contacts
There is some honor among thieves.
Prerequisites: Diplomacy 3+ ranks, Confident.
Benefit: You gain 1 associate-grade contact with a criminal theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a criminal theme enters play as a consultant instead of a junior assistant.

Daredevil
You’re a wild man at any speed.
Prerequisites: Character level 6+.
Benefit: Any vehicle you pilot has its Initiative and Maneuver bonuses increased by +2.

Death Ride
There’s no stopping you once you’re behind the wheel.
Prerequisites: Character level 9+, Con 15+, Demolition Derby.
Benefits: While operating a vehicle or riding a mount, you gain DR equal to the number of Chase feats you possess. Further, if your wound points decrease to 0 or below while you’re operating a vehicle or riding a mount, you remain alive and conscious until the vehicle or mount stops moving, until your wound points decrease to a negative total equal or higher than your Constitution score (at which point you are immediately killed), or until it’s destroyed or killed (at which point you suffer the standard consequences of your injuries).

Deceitful
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks. Your base threat range with these skills becomes 19-20.

Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.

Defensive Driving
You’re adept at losing pursuers.
Benefit: You receive a +5 bonus on checks to perform Avoid Hazard, Dash, and Hide and Seek actions.  Additionally, if successful with a Hide and Seek action, your opponent(s) suffer a -10 penalty to their check to follow you instead of -5.

Defensive Martial Arts
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

Deft Hands
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. Your base threat range with these skills becomes 19-20.

Demolition Derby
Your vehicles routinely soak up damage without losing performance.
Prerequisites: Character level 3+, Baby It.
Benefit: When you’re operating a vehicle, it gains a +2 bonus to Defense. Further, each time a vehicle you’re operating suffers collision damage, the damage decreases by 1 point per die (minimum 1 point per die).

Desert Training
You maneuver and fight extremely well in open and desert terrain.
Prerequisites: Survival 3+ ranks.
Benefit: In desert and plains terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you require only 1/2 the standard amount of water each day. Also, when you plan an ambush in desert or plains, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in desert or plains terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of heat damage resistance.

Diehard
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit point s, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

Diligent
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks. Your base threat range with these skills becomes 19-20.

Dodge
Prerequisite: Dexterity 13.
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Double Tap
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Drive-By Attack
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

Duct Tape and Bubblegum
You can patch any vehicle back together… while it’s moving.
Prerequisites: Repair 3+ ranks.
Benefit: While you’re piloting or inside a vehicle, the vehicle gains a circumstance bonus to Defense equal to 1/2 your ranks in the Repair skill (rounded up). Each vehicle may only benefit from 1 Duct Tape and Bubblegum feat ability at any time.

Educated
Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. Your base threat range with these skills becomes 19-20.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

Elusive Target
Prerequisites: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.

Endurance
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued.
Normal: A character without this feat who sleeps in armor is automatically fatigued the following day.

Equilibrium Basics
You’re always poised and graceful.
Prerequisites: Tumble 3+ ranks.
Benefit: When taking the Total Defense action, you gain a dodge bonus to Defense equal to the number of Acrobatic feats you possess. Further, you need to make only 1 Tumble check to move across a precarious surface at your full Speed or faster. Finally, any time you fall, the distance fallen is considered 20 ft. shorter (e.g. when you fall 30 ft., you only suffer damage for falling 10 ft.).

Equilibrium Mastery
Precarious terrain isn’t an obstacle — it’s a dance partner!
Prerequisites: Tumble 6+ ranks, Equilibrium Basics.
Benefit: You gain a dodge bonus with all skill checks made to resist a Trip action equal to the number of Acrobatic feats you possess. Further, when making an Tumble check to maintain your balance on a narrow or uneven surface, your DC decreases by 5 and your error range decreases by 1. Finally, you may move at full Speed while making a Tumble check.

Equilibrium Supremacy
Pinning you down is next to impossible.
Prerequisites: Tumble 12+ ranks, Equilibrium Mastery.
Benefit: When Fighting Defensively, you gain a dodge bonus to Defense equal to 1/2 the number of Acrobatic feats you possess (rounded up). Further, you may move through squares adjacent to or occupied by opponents, and end your movement in a square occupied by an opponent. If the opponent has no adjacent allies, he becomes flanked.

Escape and Evasion Training
You are very good, or very lucky, at eluding pursuit.
Prerequisites: Bluff 3+ ranks.
Benefit: You gain a +3 synergy bonus with all Bluff checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Bluff skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.

Everyday Genius
There may still be a few things you haven’t seen or done, but nothing surprises you anymore.
Prerequisites: Character level 15+, Unfair Advantage.
Benefit: As a full action, you may choose any 1 Basic Skill feat you do not possess. You gain the chosen feat as a temporary feat until the end of the current session. You may use this ability a number of times per mission equal to the number of Advanced Skill feats you possess.

Exotic Firearms Proficiency
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

Exotic Melee Weapon Proficiency
Choose one exotic melee weapon from. The character is proficient with that melee weapon in combat.
Prerequisite: Base attack bonus +1.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon.

Extra Gear
You always load up on your favorite equipment.
Benefit: When you gain this feat, you may choose 1 equipment type (Weapons and Armor, Vehicles, or Items). You receive a +2 bonus to Wealth checks when purchasing this type of equipment.
Special: You may choose this feat multiple times, each time choosing 1 new gear category.

Faceless
You’re totally forgettable, a hole in the social landscape.
Prerequisites: Disguise 3+ ranks.
Benefit: When making a Disguise check to blend into a crowd, you gain a synergy bonus from your Hide skill. Further, the time required for any class ability, skill check, or other attempt to research your past or determine your current location, intentions, or motives is tripled.

False Start
You’re so accustomed to using your skills that you automatically sense when your use of them is flawed.
Prerequisites: Character level 3+, any 1 Basic Skill feat.
Benefit: Choose 1 Basic Skill feat you possess. When you fail an unopposed check with a skill covered by the chosen feat that requires longer than 1 round to complete, you may stop mid-way through and begin again, as shown on the table below. If an aborted skill check requires money or materials, only 1/2 are spent or used up (rounded down). These materials must be replaced before you may restart the skill check. Further, when you take 20 with any skill covered by the chosen Basic Skill feat, it requires only 15 × the skill’s standard required time.
Special: You may choose this feat multiple times, each time applying it to a different Basic Skill feat you possess.

Standard Time Required Restart Point
At least 1 round, but less than 1 minute Next round
More than 1 minute, but less than 10 minutes Next minute
More than 10 minutes, but less than 1 hour Next 10 minutes
More than 1 hour, but less than 1 day Next hour
More than 1 day, but less than 1 week Next day
More than 1 week, but less than 1 month Next week
More than 1 month, but less than 1 year Next month

Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.

Focused
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks. Your base threat range with these skills becomes 19-20.

Force Stop
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character at­tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side­ways skid. In addition to the nor­mal requirements for attempting a sideswipe stunt, the character must have sufficient movement re­maining to move a number of squares equal to the character’s turn number.  After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.  If the character fails the check, resolve the sideswipe normally.

Forest Training
Every patch of dense forest is a welcome retreat for you — and a harrowing prison for your enemies.
Prerequisites: Survival 3+ ranks.
Benefit: In forest terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, your Craft: Trapmaking checks made to set traps in forest terrain gain a synergy bonus from your Survival skill. Also, when you plan an ambush in forest terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in forest terrain is calculated as if your Speed were 10 ft. faster, and clubs and spears are considered Common Items for you while you’re located in a forest.

Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. If the character has the Renown feat, the Will saving throw’s DC increases by 5.

Get Radical!
You always push your ride’s performance envelope.
Benefit: When you make a Maneuver check involving a stunt, your DC decreases by 5 and your error range decreases by 1. Further, when you make a Maneuver check for the Jump stunt, the gap width is considered one category lower; jumping a shallow gap (1 to 3 feet deep) is reduced to an Avoid Hazard stunt with a DC of 5. Finally, your vehicle suffers only 1/2 falling damage (rounded down).

Ghost Basics
You use every available advantage when hiding.
Prerequisites: Hide 3+ ranks.
Benefit: When making a Hide check to evade a security sensor, you gain a synergy bonus from your Tumble skill. Further, when making a Hide check to evade a living opponent, you gain a synergy bonus from your Sense Motive skill. Finally, when making a Hide check while moving up to your full Speed, you suffer no penalty.

Ghost Mastery
You’re swift, silent, and difficult to pin down.
Prerequisites: Hide 9+ ranks, Ghost Basics.
Benefit: When you make a Hide check while moving faster than your full Speed, you suffer a –4 penalty instead of the standard –8. Further, if the observer is distracted, he suffers an additional –4 penalty with his Spot check. Finally, when you’re hidden and benefit from 3/4 scenery cover against an opponent, you’re considered invisible to that opponent.

Ghost Supremacy
You’re almost literally a ghost, effortlessly slipping from shadow to shadow.
Prerequisites: Hide 15+ ranks, Ghost Mastery.
Benefit: You may make Hide checks without any apparent place to hide (e.g. in an open field with low grass, in an empty parking lot, etc.). Further, when you make a Hide check while moving faster than your full Speed, you suffer no penalty. Finally, when you’re hidden and benefit from 1/2 scenery cover against an opponent, you are considered invisible to that opponent.

Gorgeous
Your good looks are extremely memorable.
Prerequisites: Cha 13+, Diplomacy 3+ ranks.
Benefit: You gain a +2 synergy bonus with all Diplomacy checks, but suffer a –1 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt.

Government Contacts
When you talk, people listen.
Prerequisites: Diplomacy 3+ ranks, Negotiator.
Benefit: You gain 1 associate-grade contact with a legal or government theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a legal or government theme enters play as a consultant instead of a junior associate.

Grapple Basics
Prerequisites: Brawl, Dexterity 13.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +2 competence bonus on all grapple checks (regardless of whether you started the grapple).
Normal: Characters without this feat provoke an attack of opportunity when they initiate a grapple.

Grapple Mastery
Prerequisites: Grapple Basics, Strength 13.
Benefit: Each mission, you may re-roll a number of failed grapple checks equal to your Strength modifier +2; you may not re-roll more than one failed check per combat. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple).

Grapple Supremacy
Prerequisites: Grapple Mastery, Strength 15, Dexterity 15.
Benefit: Your threat range on grapple checks increases by 2. You also gain a +6 competence bonus on all grapple checks (regardless of whether you started the grapple).

Great Fortitude
Benefit: The character gets a +2 bonus on all Fortitude sav­ing throws. Your base threat range with these skills becomes 19-20.

Grifter Contacts
You’ve got friends in the dog-eat-dog world of The Big Con.
Prerequisites: Diplomacy 3+ ranks, Deceptive.
Benefit: You gain 1 associate-grade contact with a grifter or con artist theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a grifter or con artist theme enters play as a consultant instead of a junior assistant.

Guide
Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks. Your base threat range with these skills becomes 19-20.

Gunslinger’s Eye
Prerequisites: At least 2 other Combat (Ranged) feats.
Benefit: You may “size up” any character as a free action, learning his ranged attack bonus, Initiative bonus, and the number of Combat (Ranged) feats he possesses (though the target may spend 1 action point per detail he wishes to conceal). You may use this ability a number of times per session equal to the number of Combat (Ranged) feats you possess, but you may not target the same character with it more than once per mission.

Hard Core
Your fierce professionalism demands respect even from your worst enemies.
Prerequisite: Cha 13+.
Benefit: You may make a 1-minute Diplomacy check as a full action when targeting an NPC whose loyalty toward you is Level 1 or less. Further, you may make a 10-minute Diplomacy check in 1 minute when targeting these NPCs.

Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day equal to his level/4 (round up), but never more than once per round.

Home Sweet Home
You’ve devoted a lot of time and effort to your home and appearance.
Benefit: Your Wealth bonus for any lifestyle-related purchases (housing, vehicles, decor, etc.) is considered two higher. Additionally, when looking for an on-hand object in your home or personal vehicle, you may look for any mundane object with a Purchase DC of 15 or lower.

Improved Bull Rush
Prerequisites: Strength 13, Power Attack.
Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

Improved Combat Throw
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

Improved Critical
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Damage Threshold
Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.
Special: A character may gain this feat multiple times. Its effects stack.

Improved Disarm
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

Improved Feint
Prerequisites: Intelligence 13, Brawl, Streetfighting.
Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.

Improved Initiative
Benefit: The character gets a +4 circumstance bonus on initiative checks.

Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Improved Overrun
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Trip
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

Investigator
Benefit: You get a +2 bonus on all Gather Information checks and Search checks. Your base threat range with these skills becomes 19-20.

Iron Will
Benefit: The character gets a +2 bonus on all Will saving throws.

Jackrabbit Start
When it’s time to start running, you’re already long gone.
Prerequisites: Defensive Driving.
Benefit: When starting a chase from a stationary vehicle, you can declare your initial speed to be one level higher than normally allowed (e.g., Street Speed instead of Alley Speed). You can increase this further normally with stunts or other appropriate actions.

Jungle Training
You’re a terrifying opponent in the wilds beneath a sheltering tree canopy.
Prerequisites: Survival 3+ ranks.
Benefit: In jungle terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Hide checks made in any non-urban terrain. Also, when you plan an ambush in jungle terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in jungle terrain is calculated as if your Speed were 10 ft. faster.

Knockout Punch
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Lady Luck’s Smile
Your winning streak is about a mile wide.
Prerequisites: Career level 9+, Better Luck Next Time.
Benefit: If you roll a natural six on an Action die, you may roll an additional die and add it to the original result.

Lane Dancer
Others see traffic. You see an opportunity.
Prerequisites: Skill Focus: Pilot (any 1 ground vehicle), Daredevil.
Benefit: While operating a ground vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2.

Lightning Reflexes
Benefit: The character gets a +2 bonus on all Reflex saving throws.

Local Contacts
No matter where you go, there they are.
Prerequisites: Diplomacy 3+ ranks, Trustworthy.
Benefit: You gain 1 associate-grade contact with an exotic or traveling theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an exotic or traveling theme enters play as a consultant instead of a junior assistant.

Local Hero
You’re widely respected in your usual stomping grounds.
Prerequisites: Diplomacy 3+ ranks.
Benefit: Your “home turf” is defined as the area within a 5-block radius of your home (if it’s located in an urban setting) or within a 1-mile radius of your home (if it’s in a wilderness setting). In your home turf, you may oppose any Investigation, Spot, Hide, Diplomacy, or Survival check targeting you with your Diplomacy skill. Further, you gain a bonus with Wealth checks made in your home turf equal to the number of Terrain feats you possess.

Low Profile
Benefit: Reduce the character’s Reputation bonus by 3 points.

Lucky Break
Sometimes it’s almost too easy.
Benefit: Once per scene, when an attack or skill check targeting you hits or succeeds by 1 or less, you may cause it to fail instead.

Mark
You can size anyone up at a glance.
Prerequisites: Sense Motive 3+ ranks.
Benefit: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Social feats you possess.

Mark of a Professional
You’re not just good, you’re fast!
Prerequisites: Character level 9+, False Start.
Benefit: Choose 1 False Start feat. Your error range with any check made using a skill covered by the chosen feat decreases by 1 (minimum 1). Further, the time required for any unopposed check using one of these skills decreases to 1/2 standard (minimum 1 round).
Special: You may choose this feat multiple times, each time applying it to a different False Start feat you possess.

Martial Weapon Proficiency
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Media Contacts
Biggest fan, Hollywood insider, or stalker, you’ve got a direct line to the stars.
Prerequisites: Diplomacy 3+ ranks, Creative.
Benefit: You gain 1 associate-grade contact with an entertainment or media theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an entertainment or media theme enters play as a consultant instead of a junior assistant.

Medical Contacts
For you… they’ll make house calls.
Prerequisites: Diplomacy 3+ ranks, Medical Expert.
Benefit: You gain 1 associate-grade contact with a medical or science theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a medical or science theme enters play as a consultant instead of a junior assistant.

Medical Expert
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

Meticulous
Benefit: The character gets a +2 bonus on all Forgery checks and Search checks. Your base threat range with these skills becomes 19-20.

Military Contacts
You still swap war stories with a few good men.
Prerequisites: Diplomacy 3+ ranks, Officer.
Benefit: You gain 1 associate-grade contact with a military or mercenary theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a military or mercenary theme enters play as a consultant instead of a junior associate.

Mingling Basics
You fade into any crowd.
Prerequisites: Disguise 4+ ranks.
Benefit: When making a Disguise check to blend into a crowd, you may use Dexterity as your key attribute. Further, when making a Disguise check to blend into a crowd, you gain a synergy bonus equal to the crowd’s Size Rating. Finally, if you fail this check, you do not become flat-footed.

Mingling Mastery
Weaving unnoticed through crowds is second nature to you.
Prerequisites: Disguise 9+ ranks, Mingling Basics.
Benefit: When making a Disguise check to blend into a crowd, each penalty for balancing, moving, or speaking decreases to 1/2 standard (rounded down). Further, when you’re located in a crowd of 500 or more people, you become invisible instead of hidden with a successful check.

Mingling Supremacy
One blink and you’re lost in the crowd.
Prerequisites: Disguise 15+ ranks, Mingling Mastery.
Benefit: When making a Disguise check to blend into a crowd, you suffer no penalty for balancing, moving, or speaking, and each penalty for your team, or sparse or barren terrain, decreases to 1/2 standard (rounded down). Further, when you’re located in a crowd of 50 or more people, you become invisible instead of hidden with a successful check.

Mobility
Prerequisites: Dexterity 13, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Mother Hen
You’re extremely protective of all your gear.
Prerequisites: Clean and Polished.
Benefit: Your personal gear receives a +4 bonus to Defense. Further, when one of your personal equipment suffers damage while you’re in contact with it, you may make a Reflex save (DC equal to the damage inflicted) to transfer 1/2 the damage to yourself (rounded up). Your DR applies to this damage as standard unless the item is armor you’re wearing.

Mount Up
You have a natural affinity with domesticated animals.
Prerequisites: Ride 3+ ranks, Daredevil.
Benefit: While riding an animal mount, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2. Additionally, your mount’s Defense and Reflex save bonuses are equal to your own (if your bonuses are higher than the mount’s).

Mountain Training
You are highly trained to maneuver and fight in the mountains.
Prerequisites: Survival 3+ ranks.
Benefit: In mountain terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with any Climb checks made to scale a natural surface. Also, when you plan an ambush in mountain terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in mountain terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of falling damage resistance.

Mounted Combat
Prerequisite: Ride 1 rank or Pilot 1 rank.
Benefit: Once per round when your vehicle or animal mount is hit in combat, you may attempt a Pilot or Ride check (as a reaction) to negate the hit. The hit is negated if your Pilot or Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the vehicle's or animal mount’s Armor Class if it’s higher than the mount’s regular AC.)

Mounted Ranged Combat
Prerequisites: Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while in a moving vehicle or on an animal mount is halved.

Negotiator
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. Your base threat range with these skills becomes 19-20.

Night Training
You rely on all your senses, functioning quite well in the dark.
Prerequisites: Spot 3+ ranks.
Benefit: All your visual range penalties for dawn, dusk, and night decrease to 1/2 standard (rounded down). Further, when you plan an ambush at night or in darkness, your opponents’ checks to determine surprise suffer a –2 penalty. Also, your smell range increases to 3 ft. × your Wisdom score. Finally, as long as you aren’t deafened, you are never considered blinded when targeting any character within 10 ft. of you.

Nimble
Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. Your base threat range with these skills becomes 19-20.
Special: Remember that the Sleight of Hand skill can’t be used untrained.

Nimble Fingers
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks. Your base threat range with these skills becomes 19-20.

Not the Face!
Your looks are everything. You protect them with your life.
Prerequisite: Career Level 3+, Charmer.
Benefit: While taking a Total Defense action or Fighting Defensively, you gain an amount of damage resistance against damage inflicted by melee and unarmed attacks equal to your Charisma modifier (if greater than 0).

Offensive Driving
Very few opponents manage to escape you.
Benefit: When pursuing Prey in a chase, your DC for any Maneuver check decreases by 5.  Additionally, when your Prey manages to lose you and end the chase, you may make a Maneuver check with DC 25 (this is not modified further by this feat). If successful, you have managed to find the Prey, and the chase resumes.

Officer
Benefit: The character gets a +2 bonus on all Diplomacy checks and Intimidate checks. Your base threat range with these skills becomes 19-20.

Old School
You’ve been around the block more than a few times, and others can tell.
Prerequisites: Character level 6+.
Benefit: You gain a +4 insight bonus with any Charisma-based skill check targeting a player or special character sharing at least 1 of your base classes (if your class level is higher than his).

One Hand on the Wheel
You’ve had a lot of practice driving with only one hand.
Benefit: You suffer no Maneuver check penalty when operating a vehicle with only one hand. Further, you may make a Maneuver check as a free action a number of times per scene equal to the number of Chase feats you possess, as long as you have enough movement to complete all the Maneuvers.
Special: This feat only applies to vehicles that can be physically operated using only one hand. Helicopters and airliners, for example, will generally require two hands during any maneuver. Small aircraft and automobiles with manual transmissions will require two hands for any change in speed.

Pack Rat
You accumulate lots and lots of stuff, some of it useful.
Benefit: You may purchase items with a Purchase DC equal to your Wealth bonus +2 or less without making a Wealth check and without reducing your Wealth bonus.

Personal Firearms Proficiency
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

Personal Lieutenant
You have a right-hand man you trust with your life.
Prerequisites: Character level 6+.
Benefit: You may create 1 special character — your ‘personal lieutenant.’  This is a comrade-grade contact. You must choose loyalty at least Level 3 and permanence at least Level 4.  Additionally, experience can be no higher than Level 2, nor can it ever be increased beyond level 2.

Should your personal lieutenant die, reduce either your Reputation bonus or your Wealth bonus by a number equal to your character level, as appropriate. The deceased lieutenant is replaced at the start of the following mission by a new NPC of your creation, following these rules (though not including any increases from other feats; the bonuses from these feats are lost).

Personal Stash
Whatever your team needs, you might just have.
Prerequisites: Pack Rat.
Benefit: While in your home, you may re-roll any failed Wealth check. You may not re-roll any check more than once.

Photographic Memory
Your mind captures and stores an amazing array of information.
Prerequisites: Character level 1 only (when the feat is chosen).
Benefit: You you gain a +2 insight bonus with all Knowledge checks, and your threat range with them becomes 19–20. Additionally, you may spend 1 round to take 10, or 1 minute to take 20, with Knowledge checks.

Pin to the Wall
Prerequisites: Weapon Proficiency (Thrown).
Benefit: With a successful attack using an edged thrown weapon that inflicts lethal damage, you may cause an opponent to become held against an adjacent wall or other solid vertical object instead of inflicting damage. The target may only escape with a Strength check (DC equal to your attack’s damage). If a character suffers this feat effect multiple times during the same round, he must make only one Strength check to escape all of these feat effects. This check’s base DC is determined by the total damage inflicted by all successful attacks made using this feat ability during the same round.

Point Blank Shot
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Police Contacts
No worries. The Man’s got your back!
Prerequisites: Diplomacy 3+ ranks, Investigator.
Benefit: You gain 1 associate-grade contact with a law enforcement or security theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a law enforcement or security theme enters play as a consultant instead of a junior associate.

Polyglot
Your language skills are remarkable.
Prerequisites: Speak Language 4+ languages.
Benefit: You gain 2 additional languages. Further, each of your Bluff and Diplomacy checks gains a synergy bonus equal to the number of Languages you speak (even if the target is from a region for which you don’t possess the appropriate Language).

Power Attack
Prerequisite: Strength 13.
Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.

Practice Makes Perfect
You’ve perfecting your skills so long, you hardly know how to screw up anymore.
Prerequisites: Character level 15+, Mark of a Professional.
Benefit: Choose 1 Mark of a Professional feat. When making a check with any skill covered by the chosen feat, any natural roll below 10 that isn’t an error becomes 10.

Precise Shot Basics
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.

Precise Shot Mastery
Prerequisite: Precise Shot Basics, Dex 15, base attack bonus +5.
Benefit: You can aim as a move action prior to attacking.  You may make no other actions in the same round except aiming and attacking.
Normal: Aiming is a full-move action.

Precise Shot Supremacy
Prerequisites: Dex 19, Precise Shot Mastery, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Quick Draw
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.

Quick Reload
Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

Rapid Shot
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Renown
Benefit: The character’s Reputation bonus increases by +3.

Research Contacts
It’s all right that you don’t have eyes in the back of your head. A few extra pairs are always looking out for you.
Prerequisites: Diplomacy 3+ ranks, Negotiator.
Benefit: You gain 1 associate-grade contact with a journalist, documentary, or librarian theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a journalist, documentary, or librarian theme enters play as a consultant instead of a junior associate.

Run
Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.

Safe House
You maintain a network of secure locations around the world.
Prerequisites: Character level 3+, Wealth bonus 10+.
Benefit: At the start of each scene when you’re located in a city of 10,000 or more people, you may declare that you have a safe house within 10 miles; otherwise, you may declare that you have a safe house in the nearest city of 10,000 or more people (the GM determines its exact location). The nature of your safe house is equal to a home appropriate to your Wealth minus 2. You may use this ability a number of times per mission equal to the number of Equipment feats you possess. All safe houses are lost at the end of each mission.

Self-Sufficient
Benefit: You get a +2 bonus on all Heal checks and Survival checks. Your base threat range with these skills becomes 19-20.

Sharpshooter Basics
Prerequisites: Base attack bonus +3 or higher.
Benefit: When you make a ranged attack against an opponent benefiting from up to 3/4 cover, his cover decreases by 1/4 against your attack. Further, when you make a ranged attack against an opponent whose Size grants a bonus to Defense, that bonus decreases to 1/2 standard (rounded down).

Sharpshooter Mastery
Prerequisites: Base attack bonus +9 or higher, Sharpshooter Basics.
Benefit: When you make an aimed ranged attack, your threat range increases by 1. Further, when you make a called shot, your attack check penalty decreases by 3 (minimum 0).

Sharpshooter Supremacy
Prerequisites: Base attack bonus +15 or higher, Sharpshooter Mastery.
Benefit: When you make an aimed ranged attack, your threat range increases by 2. Further, when rolling to activate a critical hit on an aimed ranged attack, you have a +1 bonus.

Shot on the Run
Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.
Benefit: When using an attack action with a ranged weap­on, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed.

Signature Gear
You’re starting to get a reputation — for the gear you use.
Prerequisites: Character level 6+.
Benefit: Choose 1 specific item. You gain a +1 morale bonus with all skill checks and damage rolls made using that item. Further, the item cannot be destroyed due to a critical failure (though it may still be destroyed by damage).
Special: You may choose this feat multiple times, each time applying it to 1 different item.

Simple Weapons Proficiency
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons.

Simply Irresistible
Your stunning good looks and well-honed charm bring you many gifts, and much unwanted attention.
Prerequisites: Cha 15+, Diplomacy 9+ ranks, The Look.
Benefit: You gain a +6 synergy bonus with all Diplomacy checks and the time required to make these checks decreases to 1/2 standard (rounded down, minimum 1 round), but suffer a –4 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt. Further, your error range with these penalized checks increases by 1 and your opponents’ action die cost to activate your errors with these checks decreases by 1 (minimum 1). These modifiers replace those applied by The Look feat.

Skill Focus
Choose a skill.
Benefit: You get a +3 insight bonus on all checks involving that skill. Your base threat range with these skills becomes 18-20. Further, once per session, you may choose to re-roll 1 failed check with the chosen skill. You may not re-roll a critical failure.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skill Focus Mastery
You excel with a particular set of related activities.
Prerequisites: Career level 12+, Skill Focus.
Benefit: Choose 1 Skill Focus feat you possess. The insight bonus with checks granted by the chosen feat increases from +3 to +4, and the listed skills’ base threat range becomes 17–20.
Special: You may choose this feat multiple times, each time applying it to a different Skill Focus you possess.

Skill Focus Supremacy
You’re a leading expert in a particular field.
Prerequisites: Character level 18+, any Skill Focus Mastery feat.
Benefit: Choose 1 Skill Focus Mastery feat you possess. The insight bonus with checks granted by the chosen feat increases from +4 to +5, and the listed skills’ base threat range becomes 16–20. Further, you may re-roll up to 3 failed checks per session, though you may not re-roll the same check more than once and you may not re-roll a critical failure.
Special: You may choose this feat multiple times, each time applying it to a different Grand Skill Mastery feat you possess.

Skip Shot
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

Spider Basics
You’re most at home a few inches away from a sheer vertical surface — and several hundred feet up.
Prerequisites: Climb 3+ ranks.
Benefit: Opponents do not gain a bonus to attack you while you’re climbing. Further, you suffer no penalty when climbing without a kit. Finally, if you’re climbing at the start of a combat, you gain a bonus with your Initiative check equal to the number of Acrobatic feats you possess.

Spider Mastery
Given a choice, you’d come in through the skylight every time.
Prerequisites: Climb 6+ ranks, Spider Basics.
Benefit: When climbing, you may ascend at up to 1/2 your full Speed and descend at your full Speed. Further, you may attempt to catch yourself while falling along any surface with a DC of up to 40. Finally, all falling damage you suffer decreases by 1 point per die (minimum 1 point per die).

Spider Supremacy
Old school wall-crawling; no radioactive spider required.
Prerequisites: Climb 12+ ranks, Spider Mastery.
Benefit: When climbing, you may ascend at up to your full Speed and descend at double your full Speed. Further, you are not required to make an additional Climb check when you suffer damage. Also, when you possess a climbing kit, your Climb check DC decreases by 5 and your error range decreases by 1. Finally, if you’re climbing at the start of a combat, each opponent suffers a morale penalty to their Initiative equal to number of Acrobatic feats you possess.

Spring Attack
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal). A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor.

Stealthy
Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks. Your base threat range with these skills becomes 19-20.

Stone Cold
Your steely demeanor projects an aura of calculated ruthlessness.
Prerequisites: Intimidate 4+ ranks.
Benefit: You’re always considered armed when making an Intimidate check. Further, each time one of your attacks decreases an opponent’s hit points to 0 or below, you gain a +1 bonus with all Intimidate checks made until the end of the current combat (maximum +4). Finally, you gain a +1 bonus with all Will saves made during combat.

Strafe
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

Street Contacts
Respect.
Prerequisites: Diplomacy 3+ ranks, Persuasive.
Benefit: You gain 1 associate-grade contact with a street theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a street theme enters play as a consultant instead of a junior associate.

Streetfighting
Prerequisites: Brawl Basics, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

Studious
Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks. Your base threat range with these skills becomes 19-20.

Sunder
Prerequisites: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.

Surgery
Prerequisite: Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.

Swamp Training
Most people see a high dry-cleaning bill; you see myriad chances to dominate your foes.
Prerequisites: Survival 3+ ranks.
Benefit: In swamp terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with hearing Notice checks. Also, when you plan an ambush in swamp terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in swamp terrain is calculated as if your Speed were 10 ft. faster, and you gain a +2 insight bonus with saves made to resist poisons.

Talented
Your skill mastery often takes people by surprise.
Benefit: Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill).

The Dice are Hot
It’s not a system — it’s just luck.
Benefit: You gain a synergy bonus on Gamble checks equal to the number of action points you currently possess. Also, your Wealth bonus increases by 1.

The Look
You possess devilishly handsome good looks, or a laugh that melts hearts, or all the right curves, or maybe a smile that makes people weak in the knees.
Prerequisites: Diplomacy 6+ ranks, Gorgeous.
Benefit: You gain a +4 synergy bonus with all Diplomacy checks, but suffer a –2 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt. Further, your error range with these penalized checks increases by 1. These modifiers replace those applied by the Gorgeous feat.

Too Ugly To Die
People have tried to prove the saying wrong, but no one’s yet succeeded.
Prerequisites: Character level 3+, Hard Core.
Benefit: You gain DR 2/—, but suffer a –4 synergy penalty with all Diplomacy checks.

Tool Shed
Rummaging around at home, you can find almost anything.
Prerequisites: Home Sweet Home.
Benefit: Once per mission as a 1-hour action at home, you may find any 1 Grade III kit. This kit is lost at the end of the current mission.
Special: You may choose this feat multiple times, each time gaining the ability to find 1 additional Grade III kit in your home per mission.

Tough Luck
You’re more than a jinx — you attract unlucky breaks.
Prerequisites: Career level 9+, Black Cat.
Benefit: Each opponent you target with your Black Cat feat ability must spend an action die to activate each threat he scores.

Toughness
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.

Traceless
You habitually remove signs of your presence.
Prerequisites: Disguise 6+ ranks, Faceless.
Benefit: The DCs of all skill checks made to learn of your presence or passage increase by the number of Social feats you possess. If you’re no longer present and this increases the DC to 20 or more, the Track feat is required to trace your steps.

Track
Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions. If the character fails a Survival check, he or she can retry after 1 hour (out­doors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

Surface Track DC
Very soft
5
Soft
10
Firm
15
Hard
20

Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.

Condition DC Modifier
Every three targets in the group being tracked
–1
Every 24 hours since the trail was made
+1
Every hour of rain since the trail was made
+1
Fresh snow cover since the trail was made
+10
Tracked target hides trail (and moves at half speed)
+5
Size of targets being tracked: 1

Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium-size
+0
Large
–1
Huge
–2
Gargantuan
–4
Colossal
-8
Poor visibility: 2

Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3

1 For a group of mixed sizes, apply only the modifier for the largest size category represented.
2 Apply only the largest modifier from this category.

Tracking Mastery
No quarry’s secrets are safe from your acute senses.
Prerequisites: Survival 3+ ranks, Track.
Benefit: You may take 10 with Survival checks to track, and the time to do so is not doubled. Further, you gain a synergy bonus with Survival checks to track from your Research skill. Finally, when you succeed with a Survival check to track, you also determine whether the target has lost any vitality or wound points, as well as any conditions he possessed when he made the trail.

Tracking Supremacy
As a cool veteran hunter, you’re rarely caught unawares.
Prerequisites: Survival 9+ ranks, Tracking Basics.
Benefit: You may take 20 with Survival checks to track, even if your error range is greater than 1. Further, you gain a +5 insight bonus with skill checks made to determine surprise as you follow any physical trail.

Trademark Gear
Everyone associates one specific item with you.
Prerequisites: Character level 12+, Signature Gear.
Benefit: Choose 1 item targeted by your Signature Gear feat. You gain an additional +1 morale bonus with all skill checks and damage rolls made using that item (for a total bonus of +2). Further, any time you spend an action point to boost one of these rolls, you roll twice the normal number of dice, adding two to the result.
Special: You may choose this feat multiple times, each time applying it to 1 different item.

Training
You devote much of your training and free time to various skills you might need in the field.
Benefit: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.
Special: You may choose this feat multiple times, each time gaining 5 additional skill points with the same benefits.

Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. Your base threat range with these skills becomes 19-20.

Two-Weapon Defense
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting Basics
Prerequisite: Dexterity 13.
Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types).

Two-Weapon Fighting Mastery
Prerequisites: Dexterity 13, Two-Weapon Fighting Basics, base attack bonus +6.
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

Two-Weapon Fighting Supremacy
Prerequisites: Dexterity 13, Two-Weapon Fighting Mastery, base attack bonus +11.
Benefit: The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.

Unarmed Strike Basics
Prerequisite: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Unarmed Strike Mastery
Prerequisites: Unarmed Strike Basics, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike im­proves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Unarmed Strike Supremacy
Prerequisites: Unarmed Strike Mastery, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.

Unbalance Opponent
Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.) The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

Undermine
With a few well-chosen words, you can demolish a person’s confidence.
Prerequisites: Taunt 9+ ranks, Hard Core.
Benefit: When you succeed with a Taunt check, your target loses the ability to spend action points and suffers a morale penalty with Initiative and skill checks equal to your Charisma modifier for a number of rounds equal to the number of Social feats you possess.

Unfair Advantage
Your experience allows you to maximize every favorable break.
Prerequisites: Character level 6+, at least 1 Basic Skill feat.
Benefit: Each time you gain an insight bonus with a skill check, the bonus increases by +1.

Unlocked Potential
You possess a natural gift.
Prerequisites: Character level 1 only (when the feat is chosen).
Benefit: Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.

Urban Training
You’re a predator of the concrete jungle.
Prerequisite: Gather Information 3+ ranks.
Benefit: In urban terrain, you gain a +2 insight bonus with Gather Information checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill when making a Gather Information check for urban tracking in a city of 10,000 or more people. Finally, when you plan an ambush in urban terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise.

Vehicle Dodge
Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

Vehicle Expert
Benefit: The character gets a +2 bonus to any two Pilot skill checks. Your base threat range with these skills becomes 19-20.

Vehicle Specialization
You are proficient with one type of vehicle.
Benefit: Choose a vehicle type (See the description of the Pilot skill). When you are in control of a vehicle of the specified type, you gain a +2 competence bonus on skill checks, ability checks, and saving throws involving the vehicle.

Venomous Dialogue
Your soul-piercing declarations stop people dead in their tracks.
Prerequisites: Cha 15+, Taunt 18+ ranks, Undermine.
Benefit: Once per scene after succeeding with a Taunt check, you may make a remark so staggering that the target is left completely at a loss. Instead of inflicting the Taunt check’s standard result, you may force him not to make any attacks until he is attacked, or until the end of the current scene, whichever comes first.

Wave Runner
You’re completely undaunted on the high seas, in narrow channels, or in churning rapids.
Prerequisites: Skill Focus: Pilot (any 1 water vehicle), Daredevil.
Benefit: You Constitution increases by a number equal to the number of Chase feats you possess for the purpose of determining how long you can hold your breath. Further, while operating a water vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2.

Weapon Finesse
Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a ­different weapon.

Weapon Focus
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.

Whirlwind Attack
Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.

White Collar Contacts
The power players listen to you. Some take notes.
Prerequisites: Diplomacy 3+ ranks, Windfall.
Benefit: You gain 1 associate-grade contact with a business theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a business theme enters play as a consultant  instead of a junior assistant.

Wilderness Contacts
You have friends in every corner of the globe, even some rarely visited by man.
Prerequisites: Diplomacy 3+ ranks, Guide.
Benefit: You gain 1 associate-grade contact with a wilderness theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a wilderness theme enters play as a consultant instead of a junior assistant.

Wind Rider
You’re a natural in the air, able to read the wind and ride turbulence like a gentle wave.
Prerequisites: Skill Focus: Pilot (any 1 air vehicle), Daredevil.
Benefit: While operating an air vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2.

Windfall
Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
Special: A character can select this feat multiple times. Each time, both of its effects stack.

Zeroed
Your permanent address is a cemetery plot, which tends to throw off background checks.
Prerequisites: Disguise 12+ ranks, Traceless.
Benefit: All public records indicate that you’re deceased; physical evidence to the contrary may only be found with an appropriate Research, Investigation, or Gather Information check resulting in a critical success. Further, the error ranges of all Research, Investigation, or Gather Information checks targeting you increase by a number equal to the number of Social feats you possess.